§ Zero-Copy in Unity
StringZilla’s native byte kernels are a strong fit for Unity’s NativeArray<byte> (loaded text assets, network buffers), searched and hashed without marshalling.
using StringZilla;
using Unity.Collections;
NativeArray<byte> asset = LoadUtf8Asset();
ReadOnlySpan<byte> text = asset.AsReadOnlySpan(); // no copy
long position = Sz.IndexOf(text, "player_id"u8);
ulong identifier = Sz.Hash(text);The managed package targets net8.0, which loads on Unity 6.2+ with the CoreCLR/.NET runtime.
On older Unity (Mono/IL2CPP), drop the platform native library into Assets/Plugins/<platform>/ and call the same API.
The native binary itself is Unity-compatible; only the managed wrapper’s target framework is the gate.